kernel32: Add stub for GetConsoleKeyboardLayoutNameW.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200   char *logo;
201 } wined3d_settings_t;
202
203 extern wined3d_settings_t wined3d_settings;
204
205 /* Shader backends */
206 struct SHADER_OPCODE_ARG;
207
208 typedef struct {
209     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212     void (*shader_cleanup)(IWineD3DDevice *iface);
213     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
214 } shader_backend_t;
215
216 extern const shader_backend_t glsl_shader_backend;
217 extern const shader_backend_t arb_program_shader_backend;
218 extern const shader_backend_t none_shader_backend;
219
220 /* X11 locking */
221
222 extern void (*wine_tsx11_lock_ptr)(void);
223 extern void (*wine_tsx11_unlock_ptr)(void);
224
225 /* As GLX relies on X, this is needed */
226 extern int num_lock;
227
228 #if 0
229 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
230 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
231 #else
232 #define ENTER_GL() wine_tsx11_lock_ptr()
233 #define LEAVE_GL() wine_tsx11_unlock_ptr()
234 #endif
235
236 /*****************************************************************************
237  * Defines
238  */
239
240 /* GL related defines */
241 /* ------------------ */
242 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
243 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
244 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
245 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
246
247 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
248 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
249 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
250 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
251
252 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
256
257 #define D3DCOLORTOGLFLOAT4(dw, vec) \
258   (vec)[0] = D3DCOLOR_R(dw); \
259   (vec)[1] = D3DCOLOR_G(dw); \
260   (vec)[2] = D3DCOLOR_B(dw); \
261   (vec)[3] = D3DCOLOR_A(dw);
262
263 /* DirectX Device Limits */
264 /* --------------------- */
265 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
266
267 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
268                             See MaxStreams in MSDN under GetDeviceCaps */
269                          /* Maximum number of constants provided to the shaders */
270 #define HIGHEST_TRANSFORMSTATE 512 
271                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
272 #define MAX_PALETTES      256
273
274 /* Checking of API calls */
275 /* --------------------- */
276 #define checkGLcall(A)                                          \
277 {                                                               \
278     GLint err = glGetError();                                   \
279     if (err == GL_NO_ERROR) {                                   \
280        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
281                                                                 \
282     } else do {                                                 \
283         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
284             debug_glerror(err), err, A, __FILE__, __LINE__);    \
285        err = glGetError();                                      \
286     } while (err != GL_NO_ERROR);                               \
287
288
289 /* Trace routines / diagnostics */
290 /* ---------------------------- */
291
292 /* Dump out a matrix and copy it */
293 #define conv_mat(mat,gl_mat)                                                                \
294 do {                                                                                        \
295     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
296     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
297     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
298     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
299     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
300 } while (0)
301
302 /* Macro to dump out the current state of the light chain */
303 #define DUMP_LIGHT_CHAIN()                    \
304 {                                             \
305   PLIGHTINFOEL *el = This->stateBlock->lights;\
306   while (el) {                                \
307     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
308     el = el->next;                            \
309   }                                           \
310 }
311
312 /* Trace vector and strided data information */
313 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
314 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
315         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
316
317 /* Defines used for optimizations */
318
319 /*    Only reapply what is necessary */
320 #define REAPPLY_ALPHAOP  0x0001
321 #define REAPPLY_ALL      0xFFFF
322
323 /* Advance declaration of structures to satisfy compiler */
324 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
325 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
326 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
327 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
328
329 /* Global variables */
330 extern const float identity[16];
331
332 /*****************************************************************************
333  * Compilable extra diagnostics
334  */
335
336 /* Trace information per-vertex: (extremely high amount of trace) */
337 #if 0 /* NOTE: Must be 0 in cvs */
338 # define VTRACE(A) TRACE A
339 #else 
340 # define VTRACE(A) 
341 #endif
342
343 /* Checking of per-vertex related GL calls */
344 /* --------------------- */
345 #define vcheckGLcall(A)                                         \
346 {                                                               \
347     GLint err = glGetError();                                   \
348     if (err == GL_NO_ERROR) {                                   \
349        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
350                                                                 \
351     } else do {                                                 \
352         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
353             debug_glerror(err), err, A, __FILE__, __LINE__);    \
354        err = glGetError();                                      \
355     } while (err != GL_NO_ERROR);                               \
356 }
357
358 /* TODO: Confirm each of these works when wined3d move completed */
359 #if 0 /* NOTE: Must be 0 in cvs */
360   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
361      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
362      is enabled, and if it doesn't exist it is disabled. */
363 # define FRAME_DEBUGGING
364   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
365       the file is deleted                                                                            */
366 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
367 #  define SINGLE_FRAME_DEBUGGING
368 # endif  
369   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
370      It can only be enabled when FRAME_DEBUGGING is also enabled                               
371      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
372      array is drawn.                                                                            */
373 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
374 #  define SHOW_FRAME_MAKEUP 1
375 # endif  
376   /* The following, when enabled, lets you see the makeup of the all the textures used during each
377      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
378      The contents of the textures assigned to each stage are written into 
379      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
380 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
381 #  define SHOW_TEXTURE_MAKEUP 0
382 # endif  
383 extern BOOL isOn;
384 extern BOOL isDumpingFrames;
385 extern LONG primCounter;
386 #endif
387
388 /*****************************************************************************
389  * Prototypes
390  */
391
392 /* Routine common to the draw primitive and draw indexed primitive routines */
393 void drawPrimitive(IWineD3DDevice *iface,
394                     int PrimitiveType,
395                     long NumPrimitives,
396                     /* for Indexed: */
397                     long  StartVertexIndex,
398                     UINT  numberOfVertices,
399                     long  StartIdx,
400                     short idxBytes,
401                     const void *idxData,
402                     int   minIndex);
403
404 void primitiveDeclarationConvertToStridedData(
405      IWineD3DDevice *iface,
406      BOOL useVertexShaderFunction,
407      WineDirect3DVertexStridedData *strided,
408      BOOL *fixup);
409
410 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
411
412 #define eps 1e-8
413
414 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
415     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
416
417 /* Routines and structures related to state management */
418 typedef struct WineD3DContext WineD3DContext;
419 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
420
421 #define STATE_RENDER(a) (a)
422 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
423
424 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
425 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
426
427 /* + 1 because samplers start with 0 */
428 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
429 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
430
431 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
432 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
433
434 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
435 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
436
437 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
438 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
439 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
440 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
441
442 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
443 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
444
445 #define STATE_VSHADER (STATE_VDECL + 1)
446 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
447
448 #define STATE_VIEWPORT (STATE_VSHADER + 1)
449 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
450
451 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
452 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
453 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
454 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
455
456 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
457 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
458
459 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
460 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
461
462 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
463 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
464
465 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
466
467 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
468
469 #define STATE_HIGHEST (STATE_FRONTFACE)
470
471 struct StateEntry
472 {
473     DWORD           representative;
474     APPLYSTATEFUNC  apply;
475 };
476
477 /* Global state table */
478 extern const struct StateEntry StateTable[];
479
480 /* The new context manager that should deal with onscreen and offscreen rendering */
481 struct WineD3DContext {
482     /* State dirtification
483      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
484      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
485      * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
486      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
487      */
488     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
489     DWORD                   numDirtyEntries;
490     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
491
492     IWineD3DSurface         *surface;
493     DWORD                   tid;    /* Thread ID which owns this context at the moment */
494
495     /* Stores some inforation about the context state for optimization */
496     GLint                   last_draw_buffer;
497     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
498     BOOL                    last_was_pshader;
499     BOOL                    last_was_vshader;
500     BOOL                    last_was_foggy_shader;
501     BOOL                    namedArraysLoaded, numberedArraysLoaded;
502     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
503     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
504     unsigned char           num_untracked_materials;
505     GLenum                  untracked_materials[2];
506     BOOL                    last_was_blit, last_was_ckey;
507     char                    texShaderBumpMap;
508     BOOL                    fog_coord;
509
510     /* The actual opengl context */
511     HGLRC                   glCtx;
512     HWND                    win_handle;
513     HDC                     hdc;
514     HPBUFFERARB             pbuffer;
515     BOOL                    isPBuffer;
516 };
517
518 typedef enum ContextUsage {
519     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
520     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
521     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
522     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
523 } ContextUsage;
524
525 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
526 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
527 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
528 void apply_fbo_state(IWineD3DDevice *iface);
529
530 /* Macros for doing basic GPU detection based on opengl capabilities */
531 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
532 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
533 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
534 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
535
536 /* Default callbacks for implicit object destruction */
537 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
538
539 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
540
541 /*****************************************************************************
542  * Internal representation of a light
543  */
544 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
545 struct PLIGHTINFOEL {
546     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
547     DWORD        OriginalIndex;
548     LONG         glIndex;
549     BOOL         changed;
550     BOOL         enabledChanged;
551
552     /* Converted parms to speed up swapping lights */
553     float                         lightPosn[4];
554     float                         lightDirn[4];
555     float                         exponent;
556     float                         cutoff;
557
558     struct list entry;
559 };
560
561 /* The default light parameters */
562 extern const WINED3DLIGHT WINED3D_default_light;
563
564 typedef struct WineD3D_PixelFormat
565 {
566     int iPixelFormat; /* WGL pixel format */
567     int redSize, greenSize, blueSize, alphaSize;
568     int depthSize, stencilSize;
569 } WineD3D_PixelFormat;
570
571 /* The adapter structure */
572 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
573 struct WineD3DAdapter
574 {
575     POINT                   monitorPoint;
576     WineD3D_GL_Info         gl_info;
577     const char              *driver;
578     const char              *description;
579     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
580     int                     nCfgs;
581     WineD3D_PixelFormat     *cfgs;
582     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
583     unsigned int            UsedTextureRam;
584 };
585
586 extern BOOL InitAdapters(void);
587 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
588 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
589
590 /*****************************************************************************
591  * High order patch management
592  */
593 struct WineD3DRectPatch
594 {
595     UINT                            Handle;
596     float                          *mem;
597     WineDirect3DVertexStridedData   strided;
598     WINED3DRECTPATCH_INFO           RectPatchInfo;
599     float                           numSegs[4];
600     char                            has_normals, has_texcoords;
601     struct list                     entry;
602 };
603
604 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
605
606 /*****************************************************************************
607  * IWineD3D implementation structure
608  */
609 typedef struct IWineD3DImpl
610 {
611     /* IUnknown fields */
612     const IWineD3DVtbl     *lpVtbl;
613     LONG                    ref;     /* Note: Ref counting not required */
614
615     /* WineD3D Information */
616     IUnknown               *parent;
617     UINT                    dxVersion;
618 } IWineD3DImpl;
619
620 extern const IWineD3DVtbl IWineD3D_Vtbl;
621
622 /* TODO: setup some flags in the registry to enable, disable pbuffer support
623 (since it will break quite a few things until contexts are managed properly!) */
624 extern BOOL pbuffer_support;
625 /* allocate one pbuffer per surface */
626 extern BOOL pbuffer_per_surface;
627
628 typedef struct ResourceList {
629     IWineD3DResource         *resource;
630     struct ResourceList      *next;
631 } ResourceList;
632
633 /* A helper function that dumps a resource list */
634 void dumpResources(ResourceList *resources);
635
636 /*****************************************************************************
637  * IWineD3DDevice implementation structure
638  */
639 struct IWineD3DDeviceImpl
640 {
641     /* IUnknown fields      */
642     const IWineD3DDeviceVtbl *lpVtbl;
643     LONG                    ref;     /* Note: Ref counting not required */
644
645     /* WineD3D Information  */
646     IUnknown               *parent;
647     IWineD3D               *wineD3D;
648     struct WineD3DAdapter  *adapter;
649
650     /* Window styles to restore when switching fullscreen mode */
651     LONG                    style;
652     LONG                    exStyle;
653
654     /* X and GL Information */
655     GLint                   maxConcurrentLights;
656     GLenum                  offscreenBuffer;
657
658     /* Selected capabilities */
659     int vs_selected_mode;
660     int ps_selected_mode;
661     const shader_backend_t *shader_backend;
662     hash_table_t *glsl_program_lookup;
663
664     /* To store */
665     BOOL                    view_ident;        /* true iff view matrix is identity                */
666     BOOL                    untransformed;
667     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
668     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
669
670     /* State block related */
671     BOOL                    isRecordingState;
672     IWineD3DStateBlockImpl *stateBlock;
673     IWineD3DStateBlockImpl *updateStateBlock;
674     BOOL                   isInDraw;
675
676     /* Internal use fields  */
677     WINED3DDEVICE_CREATION_PARAMETERS createParms;
678     UINT                            adapterNo;
679     WINED3DDEVTYPE                  devType;
680
681     IWineD3DSwapChain     **swapchains;
682     UINT                    NumberOfSwapChains;
683
684     ResourceList           *resources; /* a linked list to track resources created by the device */
685
686     /* Render Target Support */
687     IWineD3DSurface       **render_targets;
688     IWineD3DSurface        *depthStencilBuffer;
689     IWineD3DSurface       **fbo_color_attachments;
690     IWineD3DSurface        *fbo_depth_attachment;
691
692     IWineD3DSurface        *stencilBufferTarget;
693
694     /* Caches to avoid unneeded context changes */
695     IWineD3DSurface        *lastActiveRenderTarget;
696     IWineD3DSwapChain      *lastActiveSwapChain;
697
698     /* palettes texture management */
699     PALETTEENTRY            palettes[MAX_PALETTES][256];
700     UINT                    currentPalette;
701     UINT                    paletteConversionShader;
702
703     /* For rendering to a texture using glCopyTexImage */
704     BOOL                    render_offscreen;
705     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
706     GLuint                  fbo;
707     GLuint                  src_fbo;
708     GLuint                  dst_fbo;
709     GLenum                  *draw_buffers;
710
711     /* Cursor management */
712     BOOL                    bCursorVisible;
713     UINT                    xHotSpot;
714     UINT                    yHotSpot;
715     UINT                    xScreenSpace;
716     UINT                    yScreenSpace;
717     UINT                    cursorWidth, cursorHeight;
718     GLuint                  cursorTexture;
719     BOOL                    haveHardwareCursor;
720     HCURSOR                 hardwareCursor;
721
722     /* The Wine logo surface */
723     IWineD3DSurface        *logo_surface;
724
725     /* Textures for when no other textures are mapped */
726     UINT                          dummyTextureName[MAX_TEXTURES];
727
728     /* Debug stream management */
729     BOOL                     debug;
730
731     /* Device state management */
732     HRESULT                 state;
733     BOOL                    d3d_initialized;
734
735     /* A flag to check for proper BeginScene / EndScene call pairs */
736     BOOL inScene;
737
738     /* process vertex shaders using software or hardware */
739     BOOL softwareVertexProcessing;
740
741     /* DirectDraw stuff */
742     HWND ddraw_window;
743     IWineD3DSurface *ddraw_primary;
744     DWORD ddraw_width, ddraw_height;
745     WINED3DFORMAT ddraw_format;
746     BOOL ddraw_fullscreen;
747
748     /* Final position fixup constant */
749     float                       posFixup[4];
750
751     /* With register combiners we can skip junk texture stages */
752     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
753     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
754     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
755
756     /* Stream source management */
757     WineDirect3DVertexStridedData strided_streams;
758     WineDirect3DVertexStridedData *up_strided;
759     BOOL                      useDrawStridedSlow;
760     BOOL                      instancedDraw;
761
762     /* Context management */
763     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
764     WineD3DContext          *activeContext;
765     DWORD                   lastThread;
766     UINT                    numContexts;
767     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
768     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
769
770     /* High level patch management */
771 #define PATCHMAP_SIZE 43
772 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
773     struct list             patches[PATCHMAP_SIZE];
774     struct WineD3DRectPatch *currentPatch;
775 };
776
777 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
778
779 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
780 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
781 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
782     DWORD idx = state >> 5;
783     BYTE shift = state & 0x1f;
784     return context->isStateDirty[idx] & (1 << shift);
785 }
786
787 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
788 typedef struct PrivateData
789 {
790     struct list entry;
791
792     GUID tag;
793     DWORD flags; /* DDSPD_* */
794     DWORD uniqueness_value;
795
796     union
797     {
798         LPVOID data;
799         LPUNKNOWN object;
800     } ptr;
801
802     DWORD size;
803 } PrivateData;
804
805 /*****************************************************************************
806  * IWineD3DResource implementation structure
807  */
808 typedef struct IWineD3DResourceClass
809 {
810     /* IUnknown fields */
811     LONG                    ref;     /* Note: Ref counting not required */
812
813     /* WineD3DResource Information */
814     IUnknown               *parent;
815     WINED3DRESOURCETYPE     resourceType;
816     IWineD3DDeviceImpl     *wineD3DDevice;
817     WINED3DPOOL             pool;
818     UINT                    size;
819     DWORD                   usage;
820     WINED3DFORMAT           format;
821     BYTE                   *allocatedMemory; /* Pointer to the real data location */
822     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
823     struct list             privateData;
824
825 } IWineD3DResourceClass;
826
827 typedef struct IWineD3DResourceImpl
828 {
829     /* IUnknown & WineD3DResource Information     */
830     const IWineD3DResourceVtbl *lpVtbl;
831     IWineD3DResourceClass   resource;
832 } IWineD3DResourceImpl;
833
834 /* Tests show that the start address of resources is 32 byte aligned */
835 #define RESOURCE_ALIGNMENT 32
836
837 /*****************************************************************************
838  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
839  */
840 typedef struct IWineD3DVertexBufferImpl
841 {
842     /* IUnknown & WineD3DResource Information     */
843     const IWineD3DVertexBufferVtbl *lpVtbl;
844     IWineD3DResourceClass     resource;
845
846     /* WineD3DVertexBuffer specifics */
847     DWORD                     fvf;
848
849     /* Vertex buffer object support */
850     GLuint                    vbo;
851     BYTE                      Flags;
852     LONG                      bindCount;
853
854     UINT                      dirtystart, dirtyend;
855     LONG                      lockcount;
856
857     LONG                      declChanges, draws;
858     /* Last description of the buffer */
859     WineDirect3DVertexStridedData strided;
860 } IWineD3DVertexBufferImpl;
861
862 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
863
864 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
865 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
866 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
867 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
868 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
869
870 /*****************************************************************************
871  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
872  */
873 typedef struct IWineD3DIndexBufferImpl
874 {
875     /* IUnknown & WineD3DResource Information     */
876     const IWineD3DIndexBufferVtbl *lpVtbl;
877     IWineD3DResourceClass     resource;
878
879     GLuint                    vbo;
880     UINT                      dirtystart, dirtyend;
881     LONG                      lockcount;
882
883     /* WineD3DVertexBuffer specifics */
884 } IWineD3DIndexBufferImpl;
885
886 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
887
888 /*****************************************************************************
889  * IWineD3DBaseTexture D3D- > openGL state map lookups
890  */
891 #define WINED3DFUNC_NOTSUPPORTED  -2
892 #define WINED3DFUNC_UNIMPLEMENTED -1
893
894 typedef enum winetexturestates {
895     WINED3DTEXSTA_ADDRESSU       = 0,
896     WINED3DTEXSTA_ADDRESSV       = 1,
897     WINED3DTEXSTA_ADDRESSW       = 2,
898     WINED3DTEXSTA_BORDERCOLOR    = 3,
899     WINED3DTEXSTA_MAGFILTER      = 4,
900     WINED3DTEXSTA_MINFILTER      = 5,
901     WINED3DTEXSTA_MIPFILTER      = 6,
902     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
903     WINED3DTEXSTA_MAXANISOTROPY  = 8,
904     WINED3DTEXSTA_SRGBTEXTURE    = 9,
905     WINED3DTEXSTA_ELEMENTINDEX   = 10,
906     WINED3DTEXSTA_DMAPOFFSET     = 11,
907     WINED3DTEXSTA_TSSADDRESSW    = 12,
908     MAX_WINETEXTURESTATES        = 13,
909 } winetexturestates;
910
911 /*****************************************************************************
912  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
913  */
914 typedef struct IWineD3DBaseTextureClass
915 {
916     UINT                    levels;
917     BOOL                    dirty;
918     UINT                    textureName;
919     UINT                    LOD;
920     WINED3DTEXTUREFILTERTYPE filterType;
921     DWORD                   states[MAX_WINETEXTURESTATES];
922     LONG                    bindCount;
923     DWORD                   sampler;
924     BOOL                    is_srgb;
925     UINT                    srgb_mode_change_count;
926     WINED3DFORMAT           shader_conversion_group;
927 } IWineD3DBaseTextureClass;
928
929 typedef struct IWineD3DBaseTextureImpl
930 {
931     /* IUnknown & WineD3DResource Information     */
932     const IWineD3DBaseTextureVtbl *lpVtbl;
933     IWineD3DResourceClass     resource;
934     IWineD3DBaseTextureClass  baseTexture;
935
936 } IWineD3DBaseTextureImpl;
937
938 /*****************************************************************************
939  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
940  */
941 typedef struct IWineD3DTextureImpl
942 {
943     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
944     const IWineD3DTextureVtbl *lpVtbl;
945     IWineD3DResourceClass     resource;
946     IWineD3DBaseTextureClass  baseTexture;
947
948     /* IWineD3DTexture */
949     IWineD3DSurface          *surfaces[MAX_LEVELS];
950     
951     UINT                      width;
952     UINT                      height;
953     float                     pow2scalingFactorX;
954     float                     pow2scalingFactorY;
955
956 } IWineD3DTextureImpl;
957
958 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
959
960 /*****************************************************************************
961  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
962  */
963 typedef struct IWineD3DCubeTextureImpl
964 {
965     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
966     const IWineD3DCubeTextureVtbl *lpVtbl;
967     IWineD3DResourceClass     resource;
968     IWineD3DBaseTextureClass  baseTexture;
969
970     /* IWineD3DCubeTexture */
971     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
972
973     UINT                      edgeLength;
974     float                     pow2scalingFactor;
975
976 } IWineD3DCubeTextureImpl;
977
978 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
979
980 typedef struct _WINED3DVOLUMET_DESC
981 {
982     UINT                    Width;
983     UINT                    Height;
984     UINT                    Depth;
985 } WINED3DVOLUMET_DESC;
986
987 /*****************************************************************************
988  * IWineD3DVolume implementation structure (extends IUnknown)
989  */
990 typedef struct IWineD3DVolumeImpl
991 {
992     /* IUnknown & WineD3DResource fields */
993     const IWineD3DVolumeVtbl  *lpVtbl;
994     IWineD3DResourceClass      resource;
995
996     /* WineD3DVolume Information */
997     WINED3DVOLUMET_DESC      currentDesc;
998     IWineD3DBase            *container;
999     UINT                    bytesPerPixel;
1000
1001     BOOL                    lockable;
1002     BOOL                    locked;
1003     WINED3DBOX              lockedBox;
1004     WINED3DBOX              dirtyBox;
1005     BOOL                    dirty;
1006
1007
1008 } IWineD3DVolumeImpl;
1009
1010 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1011
1012 /*****************************************************************************
1013  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1014  */
1015 typedef struct IWineD3DVolumeTextureImpl
1016 {
1017     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1018     const IWineD3DVolumeTextureVtbl *lpVtbl;
1019     IWineD3DResourceClass     resource;
1020     IWineD3DBaseTextureClass  baseTexture;
1021
1022     /* IWineD3DVolumeTexture */
1023     IWineD3DVolume           *volumes[MAX_LEVELS];
1024
1025     UINT                      width;
1026     UINT                      height;
1027     UINT                      depth;
1028 } IWineD3DVolumeTextureImpl;
1029
1030 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1031
1032 typedef struct _WINED3DSURFACET_DESC
1033 {
1034     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1035     DWORD                   MultiSampleQuality;
1036     UINT                    Width;
1037     UINT                    Height;
1038 } WINED3DSURFACET_DESC;
1039
1040 /*****************************************************************************
1041  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1042  */
1043 typedef struct wineD3DSurface_DIB {
1044     HBITMAP DIBsection;
1045     void* bitmap_data;
1046     UINT bitmap_size;
1047     HGDIOBJ holdbitmap;
1048     BOOL client_memory;
1049 } wineD3DSurface_DIB;
1050
1051 typedef struct {
1052     struct list entry;
1053     GLuint id;
1054     UINT width;
1055     UINT height;
1056 } renderbuffer_entry_t;
1057
1058 /*****************************************************************************
1059  * IWineD3DClipp implementation structure
1060  */
1061 typedef struct IWineD3DClipperImpl
1062 {
1063     const IWineD3DClipperVtbl *lpVtbl;
1064     LONG ref;
1065
1066     IUnknown *Parent;
1067     HWND hWnd;
1068 } IWineD3DClipperImpl;
1069
1070
1071 /*****************************************************************************
1072  * IWineD3DSurface implementation structure
1073  */
1074 struct IWineD3DSurfaceImpl
1075 {
1076     /* IUnknown & IWineD3DResource Information     */
1077     const IWineD3DSurfaceVtbl *lpVtbl;
1078     IWineD3DResourceClass     resource;
1079
1080     /* IWineD3DSurface fields */
1081     IWineD3DBase              *container;
1082     WINED3DSURFACET_DESC      currentDesc;
1083     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1084     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1085
1086     UINT                      bytesPerPixel;
1087
1088     /* TODO: move this off into a management class(maybe!) */
1089     DWORD                      Flags;
1090
1091     UINT                      pow2Width;
1092     UINT                      pow2Height;
1093
1094     /* Oversized texture */
1095     RECT                      glRect;
1096
1097     /* PBO */
1098     GLuint                    pbo;
1099
1100 #if 0
1101     /* precalculated x and y scalings for texture coords */
1102     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1103     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1104 #endif
1105
1106     RECT                      lockedRect;
1107     RECT                      dirtyRect;
1108     int                       lockCount;
1109 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1110
1111     glDescriptor              glDescription;
1112     BOOL                      srgb;
1113
1114     /* For GetDC */
1115     wineD3DSurface_DIB        dib;
1116     HDC                       hDC;
1117
1118     /* Color keys for DDraw */
1119     WINEDDCOLORKEY            DestBltCKey;
1120     WINEDDCOLORKEY            DestOverlayCKey;
1121     WINEDDCOLORKEY            SrcOverlayCKey;
1122     WINEDDCOLORKEY            SrcBltCKey;
1123     DWORD                     CKeyFlags;
1124
1125     WINEDDCOLORKEY            glCKey;
1126
1127     struct list               renderbuffers;
1128     renderbuffer_entry_t      *current_renderbuffer;
1129
1130     /* DirectDraw clippers */
1131     IWineD3DClipper           *clipper;
1132 };
1133
1134 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1135 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1136
1137 /* Predeclare the shared Surface functions */
1138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1139 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1145 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1146 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1147 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1158 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1167 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1171
1172 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1173
1174 /* Surface flags: */
1175 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1176 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1177 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1178 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1179 #define SFLAG_DISCARD     0x00000010 /* ??? */
1180 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1181 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1182 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1183 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1184 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1185 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1186 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1187 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1188 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1189 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1190 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1191 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1192 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1193 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1194
1195 /* In some conditions the surface memory must not be freed:
1196  * SFLAG_OVERSIZE: Not all data can be kept in GL
1197  * SFLAG_CONVERTED: Converting the data back would take too long
1198  * SFLAG_DIBSECTION: The dib code manages the memory
1199  * SFLAG_LOCKED: The app requires access to the surface data
1200  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1201  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1202  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1203  * SFLAG_CLIENT: OpenGL uses our memory as backup
1204  */
1205 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1206                           SFLAG_CONVERTED  | \
1207                           SFLAG_DIBSECTION | \
1208                           SFLAG_LOCKED     | \
1209                           SFLAG_DYNLOCK    | \
1210                           SFLAG_DYNCHANGE  | \
1211                           SFLAG_USERPTR    | \
1212                           SFLAG_PBO        | \
1213                           SFLAG_CLIENT)
1214
1215 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1216                           SFLAG_INTEXTURE  | \
1217                           SFLAG_INDRAWABLE)
1218 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1219
1220 typedef enum {
1221     NO_CONVERSION,
1222     CONVERT_PALETTED,
1223     CONVERT_PALETTED_CK,
1224     CONVERT_CK_565,
1225     CONVERT_CK_5551,
1226     CONVERT_CK_4444,
1227     CONVERT_CK_4444_ARGB,
1228     CONVERT_CK_1555,
1229     CONVERT_555,
1230     CONVERT_CK_RGB24,
1231     CONVERT_CK_8888,
1232     CONVERT_CK_8888_ARGB,
1233     CONVERT_RGB32_888,
1234     CONVERT_V8U8,
1235     CONVERT_L6V5U5,
1236     CONVERT_X8L8V8U8,
1237     CONVERT_Q8W8V8U8,
1238     CONVERT_V16U16,
1239     CONVERT_A4L4,
1240     CONVERT_R32F,
1241     CONVERT_R16F
1242 } CONVERT_TYPES;
1243
1244 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1245
1246 /*****************************************************************************
1247  * IWineD3DVertexDeclaration implementation structure
1248  */
1249 typedef struct IWineD3DVertexDeclarationImpl {
1250     /* IUnknown  Information */
1251     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1252     LONG                    ref;
1253
1254     IUnknown                *parent;
1255     IWineD3DDeviceImpl      *wineD3DDevice;
1256
1257     WINED3DVERTEXELEMENT    *pDeclarationWine;
1258     UINT                    declarationWNumElements;
1259
1260     DWORD                   streams[MAX_STREAMS];
1261     UINT                    num_streams;
1262     BOOL                    position_transformed;
1263 } IWineD3DVertexDeclarationImpl;
1264
1265 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1266
1267 /*****************************************************************************
1268  * IWineD3DStateBlock implementation structure
1269  */
1270
1271 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1272 /*   Note: Very long winded but gl Lists are not flexible enough */
1273 /*   to resolve everything we need, so doing it manually for now */
1274 typedef struct SAVEDSTATES {
1275         BOOL                      indices;
1276         BOOL                      material;
1277         BOOL                      fvf;
1278         BOOL                      streamSource[MAX_STREAMS];
1279         BOOL                      streamFreq[MAX_STREAMS];
1280         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1281         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1282         BOOL                      viewport;
1283         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1284         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1285         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1286         BOOL                      clipplane[MAX_CLIPPLANES];
1287         BOOL                      vertexDecl;
1288         BOOL                      pixelShader;
1289         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1290         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1291         BOOL                     *pixelShaderConstantsF;
1292         BOOL                      vertexShader;
1293         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1294         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1295         BOOL                     *vertexShaderConstantsF;
1296         BOOL                      scissorRect;
1297 } SAVEDSTATES;
1298
1299 typedef struct {
1300     struct  list entry;
1301     DWORD   count;
1302     DWORD   idx[13];
1303 } constants_entry;
1304
1305 struct StageState {
1306     DWORD stage;
1307     DWORD state;
1308 };
1309
1310 struct IWineD3DStateBlockImpl
1311 {
1312     /* IUnknown fields */
1313     const IWineD3DStateBlockVtbl *lpVtbl;
1314     LONG                      ref;     /* Note: Ref counting not required */
1315
1316     /* IWineD3DStateBlock information */
1317     IUnknown                 *parent;
1318     IWineD3DDeviceImpl       *wineD3DDevice;
1319     WINED3DSTATEBLOCKTYPE     blockType;
1320
1321     /* Array indicating whether things have been set or changed */
1322     SAVEDSTATES               changed;
1323     struct list               set_vconstantsF;
1324     struct list               set_pconstantsF;
1325
1326     /* Drawing - Vertex Shader or FVF related */
1327     DWORD                     fvf;
1328     /* Vertex Shader Declaration */
1329     IWineD3DVertexDeclaration *vertexDecl;
1330
1331     IWineD3DVertexShader      *vertexShader;
1332
1333     /* Vertex Shader Constants */
1334     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1335     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1336     float                     *vertexShaderConstantF;
1337
1338     /* Stream Source */
1339     BOOL                      streamIsUP;
1340     UINT                      streamStride[MAX_STREAMS];
1341     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1342     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1343     UINT                      streamFreq[MAX_STREAMS + 1];
1344     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1345
1346     /* Indices */
1347     IWineD3DIndexBuffer*      pIndexData;
1348     INT                       baseVertexIndex;
1349     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1350
1351     /* Transform */
1352     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1353
1354     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1355 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1356 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1357     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1358     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1359
1360     /* Clipping */
1361     double                    clipplane[MAX_CLIPPLANES][4];
1362     WINED3DCLIPSTATUS         clip_status;
1363
1364     /* ViewPort */
1365     WINED3DVIEWPORT           viewport;
1366
1367     /* Material */
1368     WINED3DMATERIAL           material;
1369
1370     /* Pixel Shader */
1371     IWineD3DPixelShader      *pixelShader;
1372
1373     /* Pixel Shader Constants */
1374     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1375     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1376     float                     *pixelShaderConstantF;
1377
1378     /* RenderState */
1379     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1380
1381     /* Texture */
1382     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1383     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1384
1385     /* Texture State Stage */
1386     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1387     DWORD                     lowest_disabled_stage;
1388     /* Sampler States */
1389     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1390
1391     /* Current GLSL Shader Program */
1392     struct glsl_shader_prog_link *glsl_program;
1393
1394     /* Scissor test rectangle */
1395     RECT                      scissorRect;
1396
1397     /* Contained state management */
1398     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1399     unsigned int              num_contained_render_states;
1400     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1401     unsigned int              num_contained_transform_states;
1402     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1403     unsigned int              num_contained_vs_consts_i;
1404     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1405     unsigned int              num_contained_vs_consts_b;
1406     DWORD                     *contained_vs_consts_f;
1407     unsigned int              num_contained_vs_consts_f;
1408     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1409     unsigned int              num_contained_ps_consts_i;
1410     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1411     unsigned int              num_contained_ps_consts_b;
1412     DWORD                     *contained_ps_consts_f;
1413     unsigned int              num_contained_ps_consts_f;
1414     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1415     unsigned int              num_contained_tss_states;
1416     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1417     unsigned int              num_contained_sampler_states;
1418 };
1419
1420 extern void stateblock_savedstates_set(
1421     IWineD3DStateBlock* iface,
1422     SAVEDSTATES* states,
1423     BOOL value);
1424
1425 extern void stateblock_savedstates_copy(
1426     IWineD3DStateBlock* iface,
1427     SAVEDSTATES* dest,
1428     SAVEDSTATES* source);
1429
1430 extern void stateblock_copy(
1431     IWineD3DStateBlock* destination,
1432     IWineD3DStateBlock* source);
1433
1434 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1435
1436 /*****************************************************************************
1437  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1438  */
1439 typedef struct IWineD3DQueryImpl
1440 {
1441     const IWineD3DQueryVtbl  *lpVtbl;
1442     LONG                      ref;     /* Note: Ref counting not required */
1443     
1444     IUnknown                 *parent;
1445     /*TODO: replace with iface usage */
1446 #if 0
1447     IWineD3DDevice         *wineD3DDevice;
1448 #else
1449     IWineD3DDeviceImpl       *wineD3DDevice;
1450 #endif
1451
1452     /* IWineD3DQuery fields */
1453     WINED3DQUERYTYPE         type;
1454     /* TODO: Think about using a IUnknown instead of a void* */
1455     void                     *extendedData;
1456     
1457   
1458 } IWineD3DQueryImpl;
1459
1460 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1461
1462 /* Datastructures for IWineD3DQueryImpl.extendedData */
1463 typedef struct  WineQueryOcclusionData {
1464     GLuint  queryId;
1465     WineD3DContext *ctx;
1466 } WineQueryOcclusionData;
1467
1468 typedef struct  WineQueryEventData {
1469     GLuint  fenceId;
1470     WineD3DContext *ctx;
1471 } WineQueryEventData;
1472
1473 /*****************************************************************************
1474  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1475  */
1476
1477 typedef struct IWineD3DSwapChainImpl
1478 {
1479     /*IUnknown part*/
1480     const IWineD3DSwapChainVtbl *lpVtbl;
1481     LONG                      ref;     /* Note: Ref counting not required */
1482
1483     IUnknown                 *parent;
1484     IWineD3DDeviceImpl       *wineD3DDevice;
1485
1486     /* IWineD3DSwapChain fields */
1487     IWineD3DSurface         **backBuffer;
1488     IWineD3DSurface          *frontBuffer;
1489     BOOL                      wantsDepthStencilBuffer;
1490     WINED3DPRESENT_PARAMETERS presentParms;
1491     DWORD                     orig_width, orig_height;
1492     WINED3DFORMAT             orig_fmt;
1493
1494     long prev_time, frames;   /* Performance tracking */
1495     unsigned int vSyncCounter;
1496
1497     WineD3DContext        **context; /* Later a array for multithreading */
1498     unsigned int            num_contexts;
1499
1500     HWND                    win_handle;
1501 } IWineD3DSwapChainImpl;
1502
1503 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1504
1505 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1506
1507 /*****************************************************************************
1508  * Utility function prototypes 
1509  */
1510
1511 /* Trace routines */
1512 const char* debug_d3dformat(WINED3DFORMAT fmt);
1513 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1514 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1515 const char* debug_d3dusage(DWORD usage);
1516 const char* debug_d3dusagequery(DWORD usagequery);
1517 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1518 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1519 const char* debug_d3ddeclusage(BYTE usage);
1520 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1521 const char* debug_d3drenderstate(DWORD state);
1522 const char* debug_d3dsamplerstate(DWORD state);
1523 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1524 const char* debug_d3dtexturestate(DWORD state);
1525 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1526 const char* debug_d3dpool(WINED3DPOOL pool);
1527 const char *debug_fbostatus(GLenum status);
1528 const char *debug_glerror(GLenum error);
1529 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1530 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1531
1532 /* Routines for GL <-> D3D values */
1533 GLenum StencilOp(DWORD op);
1534 GLenum CompareFunc(DWORD func);
1535 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1536 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1537 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1538
1539 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1540 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1541
1542 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1543 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1544
1545 /* Math utils */
1546 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1547 unsigned int count_bits(unsigned int mask);
1548
1549 /*****************************************************************************
1550  * To enable calling of inherited functions, requires prototypes 
1551  *
1552  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1553  */
1554     /*** IUnknown methods ***/
1555     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1556     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1557     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1558     /*** IWineD3DResource methods ***/
1559     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1560     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1561     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1562     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1563     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1564     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1565     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1566     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1567     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1568     /*** class static members ***/
1569     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1570
1571     /*** IUnknown methods ***/
1572     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1573     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1574     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1575     /*** IWineD3DResource methods ***/
1576     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1577     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1578     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1579     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1580     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1581     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1582     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1583     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1584     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1585     /*** IWineD3DBaseTexture methods ***/
1586     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1587     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1588     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1589     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1590     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1591     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1592     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1593     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1594
1595     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1596     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1597     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1598     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1599     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1600     /*** class static members ***/
1601     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1602
1603 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1604
1605 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1606  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1607  * used if the user is using GLSL shaders. */
1608 struct glsl_shader_prog_link {
1609     struct list             vshader_entry;
1610     struct list             pshader_entry;
1611     GLhandleARB             programId;
1612     GLhandleARB             *vuniformF_locations;
1613     GLhandleARB             *puniformF_locations;
1614     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1615     GLhandleARB             puniformI_locations[MAX_CONST_I];
1616     GLhandleARB             posFixup_location;
1617     GLhandleARB             bumpenvmat_location;
1618     GLhandleARB             luminancescale_location;
1619     GLhandleARB             luminanceoffset_location;
1620     GLhandleARB             srgb_comparison_location;
1621     GLhandleARB             srgb_mul_low_location;
1622     GLhandleARB             ycorrection_location;
1623     GLhandleARB             vshader;
1624     GLhandleARB             pshader;
1625 };
1626
1627 typedef struct {
1628     GLhandleARB vshader;
1629     GLhandleARB pshader;
1630 } glsl_program_key_t;
1631
1632 /* TODO: Make this dynamic, based on shader limits ? */
1633 #define MAX_REG_ADDR 1
1634 #define MAX_REG_TEMP 32
1635 #define MAX_REG_TEXCRD 8
1636 #define MAX_REG_INPUT 12
1637 #define MAX_REG_OUTPUT 12
1638 #define MAX_ATTRIBS 16
1639 #define MAX_CONST_I 16
1640 #define MAX_CONST_B 16
1641
1642 /* FIXME: This needs to go up to 2048 for
1643  * Shader model 3 according to msdn (and for software shaders) */
1644 #define MAX_LABELS 16
1645
1646 typedef struct semantic {
1647     DWORD usage;
1648     DWORD reg;
1649 } semantic;
1650
1651 typedef struct local_constant {
1652     struct list entry;
1653     unsigned int idx;
1654     DWORD value[4];
1655 } local_constant;
1656
1657 typedef struct shader_reg_maps {
1658
1659     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1660     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1661     char address[MAX_REG_ADDR];             /* vertex */
1662     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1663     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1664     char attributes[MAX_ATTRIBS];           /* vertex */
1665     char labels[MAX_LABELS];                /* pixel, vertex */
1666
1667     /* Sampler usage tokens 
1668      * Use 0 as default (bit 31 is always 1 on a valid token) */
1669     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1670     char bumpmat, luminanceparams;
1671     char usesnrm, vpos, usesdsy;
1672
1673     /* Whether or not loops are used in this shader, and nesting depth */
1674     unsigned loop_depth;
1675
1676     /* Whether or not this shader uses fog */
1677     char fog;
1678
1679 } shader_reg_maps;
1680
1681 #define SHADER_PGMSIZE 65535
1682 typedef struct SHADER_BUFFER {
1683     char* buffer;
1684     unsigned int bsize;
1685     unsigned int lineNo;
1686     BOOL newline;
1687 } SHADER_BUFFER;
1688
1689 /* Undocumented opcode controls */
1690 #define INST_CONTROLS_SHIFT 16
1691 #define INST_CONTROLS_MASK 0x00ff0000
1692
1693 typedef enum COMPARISON_TYPE {
1694     COMPARISON_GT = 1,
1695     COMPARISON_EQ = 2,
1696     COMPARISON_GE = 3,
1697     COMPARISON_LT = 4,
1698     COMPARISON_NE = 5,
1699     COMPARISON_LE = 6
1700 } COMPARISON_TYPE;
1701
1702 typedef struct SHADER_OPCODE {
1703     unsigned int  opcode;
1704     const char*   name;
1705     const char*   glname;
1706     char          dst_token;
1707     CONST UINT    num_params;
1708     SHADER_HANDLER hw_fct;
1709     SHADER_HANDLER hw_glsl_fct;
1710     DWORD         min_version;
1711     DWORD         max_version;
1712 } SHADER_OPCODE;
1713
1714 typedef struct SHADER_OPCODE_ARG {
1715     IWineD3DBaseShader* shader;
1716     shader_reg_maps* reg_maps;
1717     CONST SHADER_OPCODE* opcode;
1718     DWORD opcode_token;
1719     DWORD dst;
1720     DWORD dst_addr;
1721     DWORD predicate;
1722     DWORD src[4];
1723     DWORD src_addr[4];
1724     SHADER_BUFFER* buffer;
1725 } SHADER_OPCODE_ARG;
1726
1727 typedef struct SHADER_LIMITS {
1728     unsigned int temporary;
1729     unsigned int texcoord;
1730     unsigned int sampler;
1731     unsigned int constant_int;
1732     unsigned int constant_float;
1733     unsigned int constant_bool;
1734     unsigned int address;
1735     unsigned int packed_output;
1736     unsigned int packed_input;
1737     unsigned int attributes;
1738     unsigned int label;
1739 } SHADER_LIMITS;
1740
1741 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1742     maintain state information between multiple codes */
1743 typedef struct SHADER_PARSE_STATE {
1744     unsigned int current_row;
1745     DWORD texcoord_w[2];
1746 } SHADER_PARSE_STATE;
1747
1748 /* Base Shader utility functions. 
1749  * (may move callers into the same file in the future) */
1750 extern int shader_addline(
1751     SHADER_BUFFER* buffer,
1752     const char* fmt, ...);
1753
1754 extern const SHADER_OPCODE* shader_get_opcode(
1755     IWineD3DBaseShader *iface, 
1756     const DWORD code);
1757
1758 extern void shader_delete_constant_list(
1759     struct list* clist);
1760
1761 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1762
1763 /* Vertex shader utility functions */
1764 extern BOOL vshader_get_input(
1765     IWineD3DVertexShader* iface,
1766     BYTE usage_req, BYTE usage_idx_req,
1767     unsigned int* regnum);
1768
1769 extern BOOL vshader_input_is_color(
1770     IWineD3DVertexShader* iface,
1771     unsigned int regnum);
1772
1773 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1774
1775 /* ARB_[vertex/fragment]_program helper functions */
1776 extern void shader_arb_load_constants(
1777     IWineD3DDevice* device,
1778     char usePixelShader,
1779     char useVertexShader);
1780
1781 /* ARB shader program Prototypes */
1782 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1783
1784 /* ARB pixel shader prototypes */
1785 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1808
1809 /* ARB vertex / pixel shader common prototypes */
1810 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1811 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1812 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1813
1814 /* ARB vertex shader prototypes */
1815 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1816 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1817
1818 /* GLSL helper functions */
1819 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1820 extern void shader_glsl_load_constants(
1821     IWineD3DDevice* device,
1822     char usePixelShader,
1823     char useVertexShader);
1824
1825 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1826 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1860
1861 /** GLSL Pixel Shader Prototypes */
1862 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1868 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1871 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1872 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1873 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1874 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1875 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_input_pack(
1883    SHADER_BUFFER* buffer,
1884    semantic* semantics_out,
1885    IWineD3DPixelShader *iface);
1886
1887 /*****************************************************************************
1888  * IDirect3DBaseShader implementation structure
1889  */
1890 typedef struct IWineD3DBaseShaderClass
1891 {
1892     DWORD                           hex_version;
1893     SHADER_LIMITS                   limits;
1894     SHADER_PARSE_STATE              parse_state;
1895     CONST SHADER_OPCODE             *shader_ins;
1896     CONST DWORD                     *function;
1897     UINT                            functionLength;
1898     GLuint                          prgId;
1899     BOOL                            is_compiled;
1900     UINT                            cur_loop_depth, cur_loop_regno;
1901
1902     /* Type of shader backend */
1903     int shader_mode;
1904
1905     /* Programs this shader is linked with */
1906     struct list linked_programs;
1907
1908     /* Immediate constants (override global ones) */
1909     struct list constantsB;
1910     struct list constantsF;
1911     struct list constantsI;
1912     shader_reg_maps reg_maps;
1913
1914     /* Pixel formats of sampled textures, for format conversion. This
1915      * represents the formats found during compilation, it is not initialized
1916      * on the first parser pass. It is needed to check if the shader
1917      * needs recompilation to adjust the format conversion
1918      */
1919     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
1920     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
1921     UINT                num_sampled_samplers;
1922
1923     UINT recompile_count;
1924
1925     /* Pointer to the parent device */
1926     IWineD3DDevice *device;
1927
1928 } IWineD3DBaseShaderClass;
1929
1930 typedef struct IWineD3DBaseShaderImpl {
1931     /* IUnknown */
1932     const IWineD3DBaseShaderVtbl    *lpVtbl;
1933     LONG                            ref;
1934
1935     /* IWineD3DBaseShader */
1936     IWineD3DBaseShaderClass         baseShader;
1937 } IWineD3DBaseShaderImpl;
1938
1939 extern HRESULT shader_get_registers_used(
1940     IWineD3DBaseShader *iface,
1941     shader_reg_maps* reg_maps,
1942     semantic* semantics_in,
1943     semantic* semantics_out,
1944     CONST DWORD* pToken,
1945     IWineD3DStateBlockImpl *stateBlock);
1946
1947 extern void shader_generate_glsl_declarations(
1948     IWineD3DBaseShader *iface,
1949     shader_reg_maps* reg_maps,
1950     SHADER_BUFFER* buffer,
1951     WineD3D_GL_Info* gl_info);
1952
1953 extern void shader_generate_arb_declarations(
1954     IWineD3DBaseShader *iface,
1955     shader_reg_maps* reg_maps,
1956     SHADER_BUFFER* buffer,
1957     WineD3D_GL_Info* gl_info);
1958
1959 extern void shader_generate_main(
1960     IWineD3DBaseShader *iface,
1961     SHADER_BUFFER* buffer,
1962     shader_reg_maps* reg_maps,
1963     CONST DWORD* pFunction);
1964
1965 extern void shader_dump_ins_modifiers(
1966     const DWORD output);
1967
1968 extern void shader_dump_param(
1969     IWineD3DBaseShader *iface,
1970     const DWORD param,
1971     const DWORD addr_token,
1972     int input);
1973
1974 extern void shader_trace_init(
1975     IWineD3DBaseShader *iface,
1976     const DWORD* pFunction);
1977
1978 extern int shader_get_param(
1979     IWineD3DBaseShader* iface,
1980     const DWORD* pToken,
1981     DWORD* param,
1982     DWORD* addr_token);
1983
1984 extern int shader_skip_unrecognized(
1985     IWineD3DBaseShader* iface,
1986     const DWORD* pToken);
1987
1988 extern void print_glsl_info_log(
1989     WineD3D_GL_Info *gl_info,
1990     GLhandleARB obj);
1991
1992 static inline int shader_get_regtype(const DWORD param) {
1993     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1994             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1995 }
1996
1997 extern unsigned int shader_get_float_offset(const DWORD reg);
1998
1999 static inline BOOL shader_is_pshader_version(DWORD token) {
2000     return 0xFFFF0000 == (token & 0xFFFF0000);
2001 }
2002
2003 static inline BOOL shader_is_vshader_version(DWORD token) {
2004     return 0xFFFE0000 == (token & 0xFFFF0000);
2005 }
2006
2007 static inline BOOL shader_is_comment(DWORD token) {
2008     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2009 }
2010
2011 /* TODO: vFace (ps_3_0) */
2012 static inline BOOL shader_is_scalar(DWORD param) {
2013     DWORD reg_type = shader_get_regtype(param);
2014
2015     switch (reg_type) {
2016         case WINED3DSPR_RASTOUT:
2017             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2018                 /* oFog & oPts */
2019                 return TRUE;
2020             }
2021             /* oPos */
2022             return FALSE;
2023
2024         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2025         case WINED3DSPR_CONSTBOOL:  /* b# */
2026         case WINED3DSPR_LOOP:       /* aL */
2027         case WINED3DSPR_PREDICATE:  /* p0 */
2028             return TRUE;
2029
2030         default:
2031             return FALSE;
2032     }
2033 }
2034
2035 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2036  * so upload them above that
2037  */
2038 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2039 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2040
2041 /*****************************************************************************
2042  * IDirect3DVertexShader implementation structure
2043  */
2044 typedef struct IWineD3DVertexShaderImpl {
2045     /* IUnknown parts*/   
2046     const IWineD3DVertexShaderVtbl *lpVtbl;
2047     LONG                        ref;     /* Note: Ref counting not required */
2048
2049     /* IWineD3DBaseShader */
2050     IWineD3DBaseShaderClass     baseShader;
2051
2052     /* IWineD3DVertexShaderImpl */
2053     IUnknown                    *parent;
2054
2055     DWORD                       usage;
2056
2057     /* Vertex shader input and output semantics */
2058     semantic semantics_in [MAX_ATTRIBS];
2059     semantic semantics_out [MAX_REG_OUTPUT];
2060
2061     /* run time datas...  */
2062     VSHADERDATA                *data;
2063     UINT                       min_rel_offset, max_rel_offset;
2064     UINT                       rel_offset;
2065
2066 #if 0 /* needs reworking */
2067     /* run time datas */
2068     VSHADERINPUTDATA input;
2069     VSHADEROUTPUTDATA output;
2070 #endif
2071 } IWineD3DVertexShaderImpl;
2072 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2073 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2074
2075 /*****************************************************************************
2076  * IDirect3DPixelShader implementation structure
2077  */
2078
2079 enum vertexprocessing_mode {
2080     fixedfunction,
2081     vertexshader,
2082     pretransformed
2083 };
2084
2085 typedef struct IWineD3DPixelShaderImpl {
2086     /* IUnknown parts */
2087     const IWineD3DPixelShaderVtbl *lpVtbl;
2088     LONG                        ref;     /* Note: Ref counting not required */
2089
2090     /* IWineD3DBaseShader */
2091     IWineD3DBaseShaderClass     baseShader;
2092
2093     /* IWineD3DPixelShaderImpl */
2094     IUnknown                   *parent;
2095
2096     /* Pixel shader input semantics */
2097     semantic semantics_in [MAX_REG_INPUT];
2098     DWORD                 input_reg_map[MAX_REG_INPUT];
2099     BOOL                  input_reg_used[MAX_REG_INPUT];
2100
2101     /* run time data */
2102     PSHADERDATA                *data;
2103
2104     /* Some information about the shader behavior */
2105     char                        needsbumpmat;
2106     UINT                        bumpenvmatconst;
2107     UINT                        luminanceconst;
2108     char                        srgb_enabled;
2109     char                        srgb_mode_hardcoded;
2110     UINT                        srgb_low_const;
2111     UINT                        srgb_cmp_const;
2112     char                        vpos_uniform;
2113     BOOL                        render_offscreen;
2114     UINT                        height;
2115     enum vertexprocessing_mode  vertexprocessing;
2116
2117 #if 0 /* needs reworking */
2118     PSHADERINPUTDATA input;
2119     PSHADEROUTPUTDATA output;
2120 #endif
2121 } IWineD3DPixelShaderImpl;
2122
2123 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2124 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2125
2126 /* sRGB correction constants */
2127 static const float srgb_cmp = 0.0031308;
2128 static const float srgb_mul_low = 12.92;
2129 static const float srgb_pow = 0.41666;
2130 static const float srgb_mul_high = 1.055;
2131 static const float srgb_sub_high = 0.055;
2132
2133 /*****************************************************************************
2134  * IWineD3DPalette implementation structure
2135  */
2136 struct IWineD3DPaletteImpl {
2137     /* IUnknown parts */
2138     const IWineD3DPaletteVtbl  *lpVtbl;
2139     LONG                       ref;
2140
2141     IUnknown                   *parent;
2142     IWineD3DDeviceImpl         *wineD3DDevice;
2143
2144     /* IWineD3DPalette */
2145     HPALETTE                   hpal;
2146     WORD                       palVersion;     /*|               */
2147     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2148     PALETTEENTRY               palents[256];   /*|               */
2149     /* This is to store the palette in 'screen format' */
2150     int                        screen_palents[256];
2151     DWORD                      Flags;
2152 };
2153
2154 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2155 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2156
2157 /* DirectDraw utility functions */
2158 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2159
2160 /*****************************************************************************
2161  * Pixel format management
2162  */
2163 typedef struct {
2164     WINED3DFORMAT           format;
2165     DWORD                   alphaMask, redMask, greenMask, blueMask;
2166     UINT                    bpp;
2167     short                   depthSize, stencilSize;
2168     BOOL                    isFourcc;
2169 } StaticPixelFormatDesc;
2170
2171 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2172         WineD3D_GL_Info *gl_info,
2173         const GlPixelFormatDesc **glDesc);
2174
2175 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2176     return (device->vs_selected_mode != SHADER_NONE
2177             && device->stateBlock->vertexShader
2178             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2179             && !device->strided_streams.u.s.position_transformed);
2180 }
2181
2182 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2183     return (device->ps_selected_mode != SHADER_NONE
2184             && device->stateBlock->pixelShader
2185             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2186 }
2187
2188 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2189         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2190
2191 #endif